Apr 16, 2019
Top Down Survivor - Rising Fox Studio
The steam release update is done!
What's new?
Main Menu
The main menu is now an explorable house. Take a look at the fridge to find the leaderboard, sit down at your desk and change the game settings or read a book to learn how to play the game.


Training Map with bots
You can now train your skills on a training map against bots.


Summary
- New main menu
- Training Map
- Statistics
- Steam Leaderboard
- Steam Achievements

Community Announcements - IDC/Games


Greetings fans of the Esports!

We bring you a new edition of the Zula Europe Championship so you can compete with the best teams in the competitive scene of Zula.

Tournament features:

- 32 Teams. The selection of teams will be carried out based on the sign-up order.
- All matches will be best of 1 (Bo1) except the Final and the match for the third and fourth place, which will be best of 3 (Bo3).

- Veto system:

Bo1:

1. BAN 1st team
2. BAN 2nd team
3. BAN 1st team
4. BAN 2nd team
5. LAST MAP - 1st team pick side (the one in the upper bracket)

Bo3:
1. Team 1 - Ban
2. Team 2 - Ban
3. Team 1 - Choose Map | Team 2 - Choose Side
4. Team 2 - Choose Map | Team 1 - Choose Side
5. Last map - The team that wins the most rounds in the two previous matches Choose Side

- No live broadcast will be carried out.

Tournament dates:

- April 21st from 6:00 pm (CEST)

Rewards:

1 -> 80,000 Zula Gold per player
2 -> 60,000 Zula Gold per player
3 -> 30,000 Zula Gold per player
4 - 8 -> 10,000 Zula Gold per player
9 -16 -> 50,000 Zula Points per player
17 - 32 -> 25,000 Zula Points per player

You can check all the information here.

See you on the battlefield!
Apr 16, 2019
灵魂筹码 Soul at Stake - 奇多配酸奶
Apr 16, 2019
Eternal Return - Nimble Neuron
As the journey of <BS: ER> started in public last week, we'd like to share a brief history and outlook of the game now.

Its beginning
Independently apart from any other game dev teams in Nimble Neuron, we formed a small group of developers to create the following kind of game at first.
  • An online survival pvp game, where only one can survive from among 15 ~ 20 players to win the game.
  • Not just one of many 3D FPS battle royale games (of course, each one of them is excellent in its own way), we didn't want to create one that needs intense physical engagements and abilities
  • Not the exact same type of MOBA or MOBA-like battle royale, our focus was to convey the essence of fun from MOBA genre, the fun of planning/ executing character growth strategies in interactions with many environmental factors
  • So we started this project to create the 'survival game' with the importance on planning/ operating 'character growth strategies' such as searching/ crafting items, growing masteries at the player's will in an atmospheric 3D battle map
Pursuing and keeping this initial mission in mind on the way, we will upgrade the quality of gameplay and aesthetics for players to enjoy a different style of 3D survival pvp game.

We'd really appreciate if you support us to fulfill this mission in the coming future.

Fail fast, Experiment faster, Grow even faster
The small dev team needs to be as agile as it gets. It's been merely three and a half months since the initial dev process started. After you saw the v0.1 trailer and screenshots of the game, it was very obvious that you showed concerns about everything for the game. And we thank all of you for that since it's the proof of your love and passion for the game.
We also know there are many shortcomings and defects for now. But that's precisely the reason why we opened the Steam store page and sought out help from the community.

As an example, another dev team behind MINImax Tinyverse opened the game last year in a completely bare form like this 8 months before its Early Access on Steam
FYI) MINImax Tinyverse Prototype Sshot

But even in this raw form, the dev team learned a lot about the core gameplay flow and experience from its community. And even after the early access, the team keeps learning lessons from its gaming community and they are preparing updates to come for greater play experience.

This time, the team BS: ER sought out the similar kind of feedbacks from its community. The team wants to fail fast to find out the right answer as soon as possible while experimenting its core gameplay with community.
FYI, compared to the quality of in-game aesthetics expected at Early Access on Steam in the future, we are about 10~20% completed. But like we said, now it was time to show its core gameplay to hear early feedbacks about it than other aesthetics of the game from community.
We all wish you share your thoughts and feedbacks with us to create a great gameplay first.
So we're now putting a lot of energy for the 1st Closed Alpha test for that. The 1st test necessarily will require NDA for some privacy. But it still keeps our experimental passion in it.

Hope this post can help you understand the project and the team behind it.
We all want to create BS: ER as fun as possible along the way to Early Access with community.

Survive until the next time!

Let there be glory to the pawns, who reached the end of despair

- Team BS: ER -

P.S
In relation to Black Survival
We first started this project with no relation to Black Survival(2D), but as it develops we started to think it'd be fun to build a 3D parallel world built up on the basis of <BS>, where the existing attractive characters are given birth in a 3D lively form in the unique world settings.
So it's a completely different team located in another place and office, apart from team BS. Tbh, we really don't know the details about BS and its path. We only like and respect the unique ideas/concept of BS. And we heard the members of BS keep updating the game hard now and have no intention to quit or give up on BS.

Hope you help us to keep talking about the future BS: ER to create a great game together.

Why Eternal Return?
Eternal Return comes basically from Lumia Island itself. There is no escape or way out from the island, therefore, you will always find yourself returning to the Black island for eternity.
In the future we will explain you more about all these history and game concepts.
Apr 16, 2019
The Painscreek Killings - EQ Studios
4/16/2019:
1. Added a new option to keep mouse cursor enabled during gameplay, find it in Controller Options under Sprint Toggle. (Accessibility Option)
2. Fixed a few errors in the Russian translation.
3. Fixed a bug in the ending.

--

1. Added Russian translation for "Keep Cursor On"
2. Properly updated errors in Russian translation.

4/17/2019:
1. Fixed a missing door texture in Scott's Cabin.

4/17/2019:
1. Fixed missing textures in Wanda's House.

4/19/2019:
1. Fixed Russian translation error.

4/29/2019:
1. Fixed Russian translation errors.
Apr 16, 2019
KumaKuma Manga Editor - Shippou
-Cooperated with Vtuber Mochi, added Mochi model for everyone to use.
Apr 16, 2019
Warm Village 暖暖村物语 - duojinetwork
修复内容:
1、修复了投入式机器的连续投入问题。
Heaven's Vault - inkle
It's release day and the first reviews are in! Eurogamer has a thoughtful review, which talks about how intricate the story is - "As a player I felt both autonomous and well-cared for. I could play the game as I saw fit in any moment, but whatever I did, the overall story refused to become an ugly, artless blob formed by my actions":

https://www.eurogamer.net/articles/2019-04-16-heavens-vault-review-a-rich-web-of-possibility

Over on PC Gamer, they describe the game as "Exquisite" saying "Heaven's Vault does a beautiful job of letting you unlock a language, and thus a dialogue of sorts, with the past, via a wonderfully engaging protagonist."

https://www.pcgamer.com/heavens-vault-review/

TechRaptor says: "This is an absolutely beautiful game that manages to succeed at something genuinely unique and interesting. It also does something many of the best adventure games do. It makes me want to spend more time in its world, as Heaven’s Vault is well worth my time. These are characters I want to talk to, Ancient is a language I want to learn, and Heaven’s Vault is a game I want to replay."

https://techraptor.net/content/heavens-vault-review
Apr 15, 2019
Keplerth - Taro Studio
Communication:
Steam Discussion
Email: tarostudio@foxmail.com


New Contents:
  1. - the correct initial plot (and removed some plot-related temporary solutions in the previous version, such as the note left by WM-69).

  2. - Added the “Schip’s Lab” scene (can be unlocked through the initial plot).

  3. - WM-69 has provided players with the “Basic Repair” function (unlock this NPC through the initial plot).

  4. - Added the Discoveries tab, and released some of the discovery items, which they can be obtained through exploration or killing monsters.

  5. - Added the Achievements system, there are currently 43 achievements for players to unlock (also support synchronization with Steam achievements).

  6. - Added the new In-Game Guidance system.

  7. - Added more background music.

  8. - Added the “Plating Pool” to Workbench Foundry in Schip’s Lab, which can be used to randomly add up to 4 extra stats for equipment (this workbench item is dropped by the boss at the Infected Village).

  9. - Added an opposition race, the “Grounders,” and its corresponding bosses, humanoid monsters, equipment, accessories, and workbenches (they dwell on underground level 10–14).

  10. - Added the NPC quests function.

  11. – Added two new meals: Weird Food and Mushroom Soup.

Adjustments:
  1. - Now, the enemies’ workbenches are no longer dropped by the corresponding bosses. Instead, each boss will now drop a special item that can be used to unlock the corresponding workbench in Schip's Lab.

  2. - All lighting placement objects now have a very high chance of preventing monsters from spawning around it.

  3. - Improved the effect description of food and drugs (such as what kind of buff effect it will generate).

  4. - Modified the appearance of the Infected Village boss.

  5. - Increased the cooldown of Goblin King’s monster summoning skill to 40 seconds, and reduced the number of summoned monsters to 3.

  6. - Globin Knights no longer drop Pet Collar.

  7. - Added passive regeneration for all pets (approximately 1% health/4 seconds).

  8. - Optimized humanoid monsters’ AI. Now when they find a player, they will call up nearby companions to attack the player together.

  9. - Added a simplified visual pattern to the humanoid monsters; they can no longer find players behind the wall, and players can block their vision using obstacles.

  10. - Slightly reduced non-humanoid monsters’ effective sniffing range.

  11. - Added Meco Portal to the village.

  12. - Removed the previous shops and merchants in the village, and their functions are now provided by “Schip’s Lab” instead (can be unlocked through the initial plot).

  13. - Reworked the Currency system, resulting in the following changes:
    (1) It no longer uses gold and silver coins as currency. The Coinage function is removed, and the previous coins will be replaced by “Tenergy Shards” (Coins from the previous version can be smelted into gold and silver ingots and sold in Schip’s Lab in exchange for the new currency: “Tenergy Shards”).
    (2) Removed the older version Tenergy Shards and all the related functions (The older version Tenergy Shards can be sold in Schip’s Lab in exchange for the new Tenergy Shards).
    (3) Players can now obtain “Tenergy Shards” by selling supplies, opening chests, and killing humanoid monsters.

  14. – Weakened the lower-level monsters and strengthened the higher-level monsters.

  15. - Reworked the damage reduction formula and the related values.

  16. - Reworked the balance between attack, defense, and other values (please remove and re-wear your armor and accessories).

  17. - Greatly increased the damage of Punji Sticks and Poisonous Sac Trap.

  18. - Adjusted the damage of ranged weapons. The DPS of ranged weapons is now slightly lower than melee weapons.

  19. - Greatly increased the damage of Explosive Arrow. Players’ explosive damage against monsters is now affected by percentage bonuses.

  20. - Increased the base durability of all weapons and armor.

  21. - Reduced the consumption of satiety when players wield weapons and tools.

  22. - The natural regeneration rate when satiety is above 75% is lowered from the previous 0.75% health per second to 0.5% health per second. Greatly reduced the consumption of satiety while regenerating.

  23. - Adjusted the recovery value of some of the meals. The recovery amount received by pets from food is increased to 3 times of the players’.

  24. - Bandage’s healing effect is increased from the previous 25% to 35%.

  25. - Lowered the effect of “Stimulants I” and “Stimulants II”.

  26. - Increased the number of synthesis materials required for Nano Capsule.

  27. -Reduced the number of synthesis materials required for Pet Collar.

  28. - When synthesizing Leather using Monster Skin, the number of Monster Skin required is reduced from the previous 6 to 5.

  29. - The number of Leather required when synthesizing Leather Armor is reduced from the previous 8 to 5.

  30. - The number of Leather required when synthesizing Leather Gloves and Leather Boots is reduced from the previous 6 to 3.

  31. – Modified the Racial Traits:
    ① Human: Gathering speed and eating speed both increase by 100%.
    ② Barbarian: Attack increase by 1 point, attack increase by 10%.
    ③ Half-elf: Walking speed increase by 10%, attack speed increase by 6%.
    ④ Elf: Walking speed increase by 15%.
    ⑤ Dark Elf: Attack speed increase by 10%.
    ⑥ Orc: Attack increase by 7% and defense increase by 14%.
    ⑦ Mummy: Restore 1 HP for every two seconds.
    ⑧ Boarman: Defense increase by 3 points, defense increase by 20%.

Fixes:

  1. - Fixed a bug in dungeon generation, now the overlapping and covering of two dungeons will no longer occur.

  2. - Fixed a bug that caused too many monsters to spawn on the map under certain circumstances.

  3. - Fixed a bug that caused the abnormal attack speed of bow weapons.

  4. - Fixed a bug that caused pets to stay still or behave abnormally.

  5. - Fixed a bug that caused coordinates below 20 floors to appear on the drop item “Clue”.

  6. - Fixed a bug that caused no items to be dropped after destroying various saplings.

  7. - Fixed a bug that caused no Eating indicator to show when animals are eating in the Feeding Trough.

  8. - Fixed a bug that allowed the players to still go to the upper or lower floor by right-clicking after the corresponding stairs had been destroyed.

  9. - Fixed a bug that caused monsters to spawn multiple times at a fixed location.

  10. - Fixed a bug that wrongly identified Blood Mushroom as meat when used as cooking ingredients.

Current Development Content and Progress:
    ————————————————————————————————————
  • [■■■■■] Achievement system (included) * New

  • [■■■■■] Equipment enhancement system (included) * New

  • [■■■■■] New guidance system (included) * New

  • [■■■■■] NPC quests (included) * New

  • [■■■■■] Map & Mini-map system (included)

  • [■■■■■] Trap system (included)
    ————————————————————————————————————
  • [■■□□□] Plots and stories (included, but still improving) * New

  • [■■□□□] Discoveries system (included, but still improving) * New

  • [■■■■□] More background music (included, but still improving) * New

  • [■■■■□] Support of Steam Workshop for other types of mod (included, but still improving)
    ————————————————————————————————————
  • [■■□□□] NPC class differences and corresponding functions (in progress) ★

  • [■■■□□] Interactions with friendly NPCs (working on it) ★

  • [■■■■□] Village decorative placeable objects for atmosphere improvement (in progress) ★
    ————————————————————————————————————
  • [■■□□□] Events system (planning)

  • [■■□□□] Weathers system (planning)

  • [■■■■□] More pet/animal interactions – storage, shearing the goats(planning)

  • [■□□□□] NPC recruit (planning)

  • [■□□□□] NPC working system (planning)
    ————————————————————————————————————
  • [□□□□□] Meco Biotech II content (haven't started yet)

  • [□□□□□] Vehicles (haven't started yet)

  • [□□□□□] Water system (haven't started yet)
    ————————————————————————————————————

- We will try to maintain frequent updates and transparency of our progress. Once again, thank you for all of your support!
Apr 15, 2019
Justice: Fallen Clan - King Ling
Hi guys, we are releasing a rather large update tomorrow for the Justice Demo. These changes will cover the following:

Fixes to the lighting for improved vision
Fixes to UI
Main menu
In game data pad
We added a tutorial
Changes to the outdoor level
Reductions to enemy sight radius
Added a death and victory scene
Fixes to sound

Jump in and give it a test for us!


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